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Nelltar

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Nelltar

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About this mod

Way of the Four Elements was really underwhelming so I made some tweaks to its scaling, implemented some new stuff, and made it more of a caster hybrid like the warlock. If they get full casting progression, tons of utility, while still being good at melee then why not Four Elements monk?

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Reworks the Four Elements subclass to be more in line with what other hybrid casters can do. This is my first mod so any constructive feedback would be greatly appreciated. Hate, spam or just generally being a douche will be ignored. This mod does the following:

  • Almost all monk spells now scale as if Four Elements monks were full casters until they reach the equivalent fifth level upscale at lvl 9. Spells that have Xd10 damage will only scale once at lvl 9 (except Fangs of the Fire Snake, that never scales).
  • Monk spells count as regular spells for the purpose of equipment bonuses, so that DC boosts and the like also affect monk spells.
  • Monk spells ignore Silence and Counterspell, since they are MONK spells and not some beta regular spell.
  • Lowered the costs of high level monk spells 1 step so that Flames of the Phoenix now costs 3 instead of 4, and Clench of the North Wind costs 2, for example.
  • Four Elements monks now gain a new spell each level.
  • At lvl 10 Four Elements monk gains a new togglable ability "Ki Overflow" - which lets them cast a spell without any Action Point once per short rest. Instead it costs 2 extra Ki Points. I shamelessly stole this idea from Loz's mod Alternate Monk. If you like monks and want a truly in-depth top tier rework then I suggest you check it out.
  • At lvl 11 Four Elements monk also gain a completely new spell I randomly came up with, "Elemental Obliteration". Why? Because monks need a cool spell-like finisher for single targets!!! It is a touch spell that deals 5d4 force, lightning, fire, cold, and thunder damage respectively, so 25-100 elemental damage for 4 Ki points. It also has its own thematic animations that I cobbled together from other monk spells. Think of a mix between the explosion from gong of the summit and Ki Resonation Punch, all in all very anime.
  • Added Hold Monster, and Cone of Cold at lvl 9 with Monk animations to keep the whole Avatar theme going. Hold Monster has the same animations as Clench of the North Wind, and Cone of Cold borrows some animations from Chill of the Mountain.
  • All Monk spells trigger Unarmed Attack.
  • Monk unarmed dice size has been increased one level so they start with 1d6 unarmed damage, and end with 1d10 when fully leveled.
  • Monks also gain an extra Ki Point at lvls 6,9,12 for more monk shenanigans!

Update:
  • Also added Fog Cloud, Create Water, and Melf's Acid Arrow for more utility and variation. They all have monk animations with cool sounding monk names, but fog cloud and create water has a fixed radius because of what I suspect are limitations on Larian's side (at least when trying to use LevelMapValues to scale radius directly). Melf's Acid Arrow scales normally.
  • Added an optional version of the mod where you get an additional spell known at lvls 6,9,12. Standalone mod, install either the main mod or the optional one.
  • Added wall of fire, ice, stone scaled to level 5, with custom animations.